Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: comICEMAN on December 06, 2003, 07:32:11 am
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1. I'm back at modding fs2
2. Gotta problem with textures. 3ds max textures= ok
but truespace3 textures-->wrong position.
so at first how can i fix that?
and second can i reduce the polygons?
(http://mitglied.lycos.de/jimmlermorpheus/1.JPG)
(http://mitglied.lycos.de/jimmlermorpheus/2.jpg)
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:eek: good model... :eek2:
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Looks like an evil squid ^_^
What will it be ingame...it looks like it has 4 heavy gunmounts/beams
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you have to re-uvmap it.
how many polys does it have now?
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What format are you exporting the model from Max in?
Very nice model, are you using the Facet Smoothing build of PCS?
Flipside :D
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looks like the beginning of a Leviathan class fom Farscape?
An EVIL Moya? (:shaking: )...
you're scaring me...
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Dude! That thing... I dunno, it's not classic Shivan design by any stretch of the imagination, but somehow it works... tht's one sweet ship there :nod:
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well it may be a problem of conversion, try to convert to cob using 3dexploration.
and to fix the uvmaps, there's lithunwrap, as usual
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i like it better the TS way. it's not symmetrical, but it looks neat.
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Originally posted by Carl
i like it better the TS way. it's not symmetrical, but it looks neat.
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I think Ts versions <3.1 have problems with planar mapping. Looks very nice, though - I like the use of the textures.
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How can i retextur it in TS3?
vertices 89392
faces 172648
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Okay, that's way too many polygons. I can't begin to comprehend why you'd make it that way. The wireframe is probably solid white. Even a professional modeler making that for a TV series or movie would make a relatively simple looking model like that more than 10,000. for a game you probably want around 2000 or 3000.
But anyway, in TrueSpace 4 and above you can use the polygon reduction tool, but i don't think TS 3 has it.
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I still don't understand if you textured in truespace or max, and if the problem just happened when you convert.
If it is a conversion problem, then reconvert the ship with other tools.
If not, try to use lithunwrap.
btw...
the polygon reduction tool of TS suck for low poly models, but probably with more complex models it works better...
The small details (guns.. etc) are not very visible, so I can't speak of them, but you should be able at least to redo the main hull lines with 3-4k triangles having almost the same quaility level.
It is true that the fso engine can handle high polycounts now, and if you are talking of 17k triangles there should be no problems, but the fact that the engine can handle meshes with very high pcounts doesn't mean that you have to go for it even when it isn't needed.
I THINK the actual limit is around 25k triangles, you can untriangulize the mesh, reducing file size, but the triangle count must be below limits
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Poly Reduction Tool
can i use that for lods ?
or is that a little dodgy ?
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i like that design :)
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Originally posted by magatsu1
can i use that for lods ?
or is that a little dodgy ?
actually, it was designed specifically for LODs. there even some LOD options on it.
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Originally posted by comICEMAN
How can i retextur it in TS3?
vertices 89392
faces 172648
:eek::shaking: